Truco Rules

Truco Rules

Before
playing, you need to know the rules of the game. You will need a minimum bet of
6,000 coins to play.

START A GAME:

Play
now: Press the “Play now!” button and you’ll join
the first game available for a minimum bet (6,000 coins). If there are
none available, a new game will be created while waiting for an opponent.

Create a
game: press the “Create a game” button and choose the
type of game you prefer: pairs, turbo or private. To create a game you
will need to gain a minimum of 2,000 experience points (level 2). For
these special games you can pay with either credits or coins (depending on
the device). You will need to choose your opponents, or teammate if you
are playing a pairs game.

Pairs: games
formed with 2 teams of 2 players.

Turbo: they
differ to the other games as they are faster.

Private: You
can only play if you have been invited to the game.

You can also create a game to challenge your friends by following one
of these steps:

Select
a player among those who are connected to the chatroom. Open their profile
and select the “Challenge” option.

Select
one of your Facebook friends in the lower menu, where you will see the
"Challenge" button.

GAME CONFIGURATION

You can
define the following characteristics to create a game:

Type of game: private, pairs or turbo.

Number
of players (from 2-4 players).

Establish
the bet (minimum of 6,000 coins)

Select
the play mode.

Invite your friends or players to the game.

Press
the “Create” button.

Bets: each game has a minimum bet
of 6,000 coins, so in order to play any game you will have to bet at least
6,000 coins, or more, depending on the game.

The winner of
the game will win the coins from the other users and a certain number of
points, depending on the bet. Remember that if you abandon a game that has
already started you will lose the coins that you bet when entering the game.

Objective of the game

The objective of Truco is to win more chicos than your opponents. Chicos are rounds with a determined
number of points (15), that are earned by winning Trucos or Envidos during
each hand that is played, with 3 tricks in each hand. To win the hand the player or pair must win 2 out of 3
tricks.

RULES OF TRUCO. How to play

In every hand
3 cards are dealt to each player and everyone draws a card in turn, with the
winner being the player with the card of the highest value and thus starting
the next trick. The first
player or pair to win 2 tricks, wins the hand. If two opponents have a card of equal value, in order to win the trick the
following rules apply:

Draw:

If a
player or pair wins the first trick but draws in the second or third, they
will be declared the winner of the hand. Therefore, winning the first trick
is very important.

If there
is a draw in the first trick but a player or pair wins the second, they
will be declared winner of the hand.

If
there is a draw in the first and second trick, the winner will be the
player who wins the third and final trick.

If all
3 tricks are a draw the winner of the hand will be the player or pair who
initiated the first trick of the hand.

Values of each card:

· The Ace of Swords

· The Ace of Clubs

· The Seven of Swords

· The Seven of Coins

· The Threes

· The Twos

· The False Aces (Ace of Cups and Ace of Coins)

· The Kings

· The Knights

· The Jacks

· The False Sevens (Seven of Cups and Seven of Clubs)

· The Sixes

· The Fives

·
The Fours

There are two
different calls in Truco: truco and envido, which are used to place bets in
each hand

TRUCO

Truco is a bet that can be made at any point during a player’s turn, and the
points that are awarded to the winner hold the same value as the Truco cards.

The opponents
can reject, accept or raise the bet:

Quiero. Accept the Truco bet that will be resolved at the
end of the hand.

Retruco, Increase the Truco
bet and pass the turn onto an opponent so they can decide whether to
reject, accept or raise the bet.

Vale cuatro. Increase the Retruco
bet and pass the turn onto an opponent so they can decide whether to
reject, accept or raise the bet.

No quiero. Reject the bet and the opponents win the hand to
the value of the previous bet, prior to the rejection.

Bet

Points

Truco rejected

1 point to whoever played the Truco

Truco

2 points to the winner

Retruco

3 points to the winner

Vale cuatro

4 points to the winner

Whenever a
bet is made, if it is rejected by an opponent, the points of the previous bet
will be won.

The player or
team that is challenged with the Truco bet
can call Retruco at any point. If theRetruco is accepted, the winner of
the trick will earn 3 points. If the Retruco
is not accepted,
the player who called it will win 2 points.

In addition
to Retruco there is the option to
call vale 4. If this is accepted the Truco winner will gain 4 points. If it
is not accepted then the player who called vale
4 will gain 3 points.

Finally, at
any point during the round, the player drawing a card can “Ir al mazo” (give
up), proclaiming their opponent the winner of the current Truco bet and initiating a new hand.

ENVIDO

An Envido must be played at the beginning
of the hand, before a Truco. The
winner is the player or pair who have two cards in the same suit of the highest
value. In the case of Envido the card
of the highest value is the 7.

·
If you have two cards of the same value, you
combine their total value + 20 (the highest possible Envido score is 33 (7+6+20=33).

· Face cards (Jack, Knight, King) are
worth 0 points in Envido. If you have
two face cards of the same suit the Envido
score is 20, so you do have Envido
but the cards themselves hold no value of their own.

·
If nobody has 2 cards of the same suit, since Envido has been called as a bluff, the highest card wins, with 7 being the highest value.

·
In the case of a draw between players or pairs, the player who initiated the
trick will win the Envido.

When a player
calls Envido, their opponents can
respond in one of the following ways:

· Quiero. Accept the bet, which will be resolved there and then by counting the
points of each player.

· Envido Increase the bet (doubled in this case), and the opposite player or pair
has to decide whether to accept or not.

· Real envido, Increase the bet.

· Falta envido. For Falta Envido you should
consider whether it is “buenas” (one of the two players has earned half of the maximum
chico points) or “malas” (none of the
players have earned half of the maximum chico
points)

·If it is
“buenas”, the winning player or pair will gain the number of points that their
competitor currently needs in order to win the chico.

·If it is “malas”,
the player or pair who win the Envido
bet will win the round directly.

In the case of rejection, the
player or pair who called Falta Envido
will gain 1 point.

·
No quiero. Reject the bet. The caller gains points based on the bet that is already
on the table.

Envido Table

Bet

No quiero

Quiero

Envido

1 point

2 points

Real envido

1 point

3 points

Falta Envido

1 point

To this will be added the
points that the most advanced player in the round currently needs in order to
win the Chico, in the case of “buenas”. In the case of “malas”, the winner of
the Envido will also win the Chico.

Envido + Envido

2 points

4 points

Envido + Real envido

2 points

5 points

Envido + Falta

2 points

To this will be added the
points that the most advanced player in the round currently needs in order to
win the Chico, in the case of “buenas”. In the case of “malas”, the winner of
the Envido will also win the Chico.

Real envido + Falta

3 points

To this will be added the
points that the most advanced player in the round currently needs in order to
win the Chico, in the case of “buenas”. In the case of “malas”, the winner of
the Envido will also win the Chico.

Envido + Envido + Real
envido

4 points

7 points

Envido + Real envido + Falta

5 points

To this will be added the
points that the most advanced player in the round currently needs in order to
win the Chico, in the case of “buenas”. In the case of “malas”, the winner of
the Envido will also win the Chico.

Envido + Envido + Real envido +
Falta

7 points

To this will be added the
points that the most advanced player in the round currently needs in order to
win the Chico, in the case of “buenas”. In the case of “malas”, the winner of
the Envido will also win the Chico.

FLOR

Flor is the third call in Argentinian Truco and is called automatically when a
player or member of a pair has 3 cards of the same suit.

If a player
or member of a pair has Flor but the
others do not, 3 points will be awarded to them directly and no Envidos will be allowed for the rest of
the hand.

Should the
other player or pair also have a Flor,
the following options will be possible, and in all options the points will
consist of the total value of the cards +20 points, exactly the same as Envido:

Bet

Quiero

No quiero

Flor

4 points

3 points

Flor + Contraflor

6 points

4 points

Flor + Contraflor al resto

To this will be added the points that the most advanced player in the
round currently needs in order to win the Chico, in the case of “buenas”. In
the case of “malas”, the winner of the Envido will also win the Chico.

4 puntos

Flor + Contraflor + Contraflor al resto

To this will be added the points that the most advanced player in the
round currently needs in order to win the Chico, in the case of “buenas”. In
the case of “malas”, the winner of the Envido will also win the Chico.

6 puntos

As with Envido, a Flor is played before a Truco,
so that the player or pair can win the Chico
with the points won through a Flor,
without the Truco being taken into
account.